Hazard: exploding barrels — fused explosive clutter, friendly-fire bait
Phase 1.5 environmental hazard v1 (design-review wf_2cb10454-fdf: 13 findings confirmed + folded; Build Spec in the vault). ~25% of room clutter seeds as EXPLOSIVE (Variant 3 on the existing replicated byte - zero new GhostFields/prefabs/RPCs). The FUSE is the review's fold - one mechanism closes both HIGHs: - Pop sites (projectile sweep + isServer-gated melee harvest) do NOT destroy an explosive: they zero the replicated Remaining + add a server-only BarrelFuse (~36 ticks). The client sees Remaining=0 on a still-alive barrel across snapshots -> unambiguous fuse cue, and booms at despawn ONLY when cached Remaining<=0 - a teardown despawn carries Remaining>0, so portal-advance teardowns can never fire false booms (HIGH #1). - HazardExplosionSystem (server, plain group, presence-gated on BarrelFuse, never lifecycle-gated) detonates at ExplodeTick: radius damage to LIVING enemies AND players (boss-slam player filter verbatim; friendly fire = the bait mechanic), SourceTick stamped at detonation = the authoring moment (HIGH #2: the authored-tick contract dash i-frames negate against), SourceNetworkId=-1 (the environment convention - a player id would consume Charger whiff-punish windows). Fuse rides the RoomTag'd barrel -> teardown cleans lit barrels free. - Lit barrels are unhittable at both snapshot sites (no double-pop). - Client: WorldFeedback caches Variant -> boom-vs-puff split (big burst + light flash + boom SFX vs the old puff); DynamicLightSystem gives Variant-3 barrels a red danger glow that STROBES once fused. Verified: 470/470 EditMode (4 new: fused pop instead of destroy + unhittable, both-sides damage w/ -1 source + authored tick, dead-player + radius filters, unelapsed-fuse inert); live smoke - seeded 3/8 explosive, real-sweep pop, CLIENT observed the fuse cue on the live ghost, pinned bait enemy took exactly 26 (30->4), walk-out escape confirmed; console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -51,6 +51,11 @@ namespace ProjectM.Server
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
|
||||
// Fuse scheduling needs the server tick; absent/invalid (plain test worlds) -> explosive pops fall
|
||||
// back to plain destroy (old behaviour).
|
||||
bool haveTick = SystemAPI.TryGetSingleton<Unity.NetCode.NetworkTime>(out var hvNetTime)
|
||||
&& hvNetTime.ServerTick.IsValid;
|
||||
uint nowTick = haveTick ? hvNetTime.ServerTick.TickIndexForValidTick : 0u;
|
||||
var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
|
||||
|
||||
// Resolve the harvesting player from the projectile's GhostOwner so yield lands in their PERSONAL
|
||||
@@ -80,6 +85,8 @@ namespace ProjectM.Server
|
||||
foreach (var (xform, hr, node, e) in
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<ResourceNode>>().WithEntityAccess())
|
||||
{
|
||||
if (node.ValueRO.Remaining <= 0) continue; // spent (a lit fuse) is not a target
|
||||
|
||||
tgtEntity.Add(e);
|
||||
tgtPos.Add(xform.ValueRO.Position.xz);
|
||||
tgtRadius.Add(hr.ValueRO.Value);
|
||||
@@ -94,6 +101,8 @@ namespace ProjectM.Server
|
||||
foreach (var (xform, hr, clutter, e) in
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<BlightClutter>>().WithEntityAccess())
|
||||
{
|
||||
if (clutter.ValueRO.Remaining <= 0) continue; // lit-fuse barrel: unhittable, detonation owns it
|
||||
|
||||
tgtEntity.Add(e);
|
||||
tgtPos.Add(xform.ValueRO.Position.xz);
|
||||
tgtRadius.Add(hr.ValueRO.Value);
|
||||
@@ -164,7 +173,25 @@ namespace ProjectM.Server
|
||||
if (!destroyed[bestIdx])
|
||||
{
|
||||
destroyed[bestIdx] = true;
|
||||
ecb.DestroyEntity(tgtEntity[bestIdx]);
|
||||
if (tgtIsClutter[bestIdx] && tgtVariant[bestIdx] == 3 && haveTick)
|
||||
{
|
||||
// EXPLOSIVE pop (Variant 3): light the fuse instead of destroying — the replicated
|
||||
// Remaining=0 on a still-alive barrel is the client's unambiguous fuse cue;
|
||||
// HazardExplosionSystem detonates + destroys (Exploding_Barrels_Build_Spec).
|
||||
SystemAPI.SetComponent(tgtEntity[bestIdx], new BlightClutter
|
||||
{
|
||||
Remaining = 0,
|
||||
Variant = tgtVariant[bestIdx],
|
||||
ScrapResourceId = tgtYieldId[bestIdx],
|
||||
ScrapPerHit = tgtYieldPerHit[bestIdx],
|
||||
});
|
||||
ecb.AddComponent(tgtEntity[bestIdx], new BarrelFuse
|
||||
{
|
||||
ExplodeTick = TickUtil.NonZero(nowTick + Tuning.BarrelFuseTicks),
|
||||
});
|
||||
}
|
||||
else
|
||||
ecb.DestroyEntity(tgtEntity[bestIdx]);
|
||||
}
|
||||
}
|
||||
else if (tgtIsClutter[bestIdx])
|
||||
|
||||
Reference in New Issue
Block a user